dop2000's Forum Posts

  • Does this mean that it only supports one resolution, which is the computer screen resolution, and there's no way to actively lower the game's resolution?

    This is my understanding, yes. Construct game will run at system resolution (or window size if not full-screen), and will scale all graphics accordingly.

    Here is a demo:

    dropbox.com/scl/fi/790syf7rradlkp4q71a0q/Resolution_Change_Fail.c3p

  • I'm having trouble actually creating the conditions in the same block as the touch commands. It keeps creating a new block. I tried putting it in the begining of the script and also after each touch command block but it's still not working.

    No, don't add new events! You need to add this condition to your existing touch events. Select "On tap gesture on Budo_N" and press C to add another condition. Or right-click and select it from the menu.

    The result should look like this, and you will only be able to tap Budo_N once every 5 seconds:

  • Another option - you can add a condition checking if the animation is still playing.

    For example:

    Touch On Tap 
    Player animation "reloading" NOT playing : Player spawn a bullet
    
  • I want to add two resolution options, 3840x2160 and 1920x1080, for my game. Should I design the game using a 3840x2160 viewport?

    I’ve never seen Construct games offer resolution selection. From what I understand, changing canvas size will not change the physical resolution of the display. So if you make the canvas 50% smaller and zoom everything to 50%, it will basically have no effect.

    So just choose a resolution which provides the best balance between quality and performance.

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  • You need to set the variable to (time+5), which means the current time +5 seconds.

    And then you add this condition to all "On touch" and "On tap" events:

    IgnoreTouch<time

    It will prevent them from triggering until those 5 seconds have passed.

  • It's not about displaying more content, it's about the quality of graphics.

    You can choose to use higher resolution images, 4K backgrounds etc. - in this case set viewport size to 3840x2160.

    If you want faster loading times, smaller download size, lower memory usage - prepare all graphics for 1080p screens and set viewport size to 1920x1080.

  • I don't think it's possible. But you can make a reminder for yourself. Add a couple of events:

    If in preview :
     Read version number from Local Storage
     If it's the same as the project version number -> display a warning
     Else -> Save new version number in LS
    
  • Just ignore touch events. You can do this with a variable:

    Set variable IgnoreTouch to (time+5)

    And add this condition to all "On touch" events:

    IgnoreTouch<time

  • Here is an old but still relevant tutorial from Ashley:

    construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796

  • At this point it will be very difficult to help you without the project file. Check the logic, use the debugger, add Browser logging to key events - this are the usual troubleshooting steps.

  • Yes, it's a common thing. You can store global variables and functions on event sheets without linking them.

  • JSON is just a data storage format. You can add any values to it, but you will need to program the events to process these values. For example:

    JSON has ".Sound" key : Audio play by name JSON.Get(".Sound")
    

    .

    Wait, did you mean "Custom Visual Novel Engine" template? In this case all the information is loaded into an array, it's not using JSON object.

    You can add another column to the array for sounds:

    StatesArr Value at (9, gameState)≠""
     : Audio Play StatesArr.At(9, gameState) 
    
  • In event #2 you have "On left button clicked on Terra", it should simply be "On left button clicked". There may be other mistakes. I suggest running the game in Debug mode (Shift+F4). There you can pause the game at any time and check the values in the array, instance variables etc.